Bubble Tanks Arena Update 3

By Hero Interactive

bta_banner.jpg

Since Bubble Tanks Arenas Update #2 seemed to be successful, I thought I’d hold up my promise to do a follow-up post with more answers to your questions submitted via the comments section.  I’m not going to try to answer all questions here, but just a few.  Onward!

Q: Will you be able to face other people’s tanks?
A: Yes, sort of.  If I create enemies and arenas and upload them to the server, other players will be able to fight the enemies I created.  If I create an avatar tank (player controlled), you can’t fight that with your avatar tank.

Read the rest of this entry »

Reality Bytes: MochiGames Contest

By MochiLand

masthead_small

The fine folks at SPIL Games have teamed up with Mochimedia to bring you the year’s first big contest! Welcome to the Reality Bytes Flash game contest! Here you will have three months to create a game of the simulation or resource management genre!

The contest will be running from February 2nd, 2010 to April 30th, 2010.

Check out the prizes! There’s $15,000 waiting for you!

  • First Place – $7,000
  • Second Place – $4,000
  • Third Place – $2,000
  • Honorable Mention (x2) – $1,000 each

Please check out the official contest page for all the information you need and official rules!

Good luck!

I Help People Make Flash Games

screenshot

And yes he does! Find a plethora of AS3 tutorials for profressional developers and hobbyists alike

Visit his site here:

http://gamedev.michaeljameswilliams.com/

Ftanks approaching Beta

By Cavalcade Games

Still late but we think we can go beta this week.  The terrain destruction system is undergoing some heavy optimization because it drops the framerate by 50% when it recalculates the terrain during an explosion. We are trying a ‘grid based recalculation by area’ method to restrict the part it recalculates. The come2play API is quirky and has some learning curve to make it behave optimally but nothing a deep dive can’t fix. Thats all for the technical wizardy my partner is doing. As for my part, here are a few new assets in the repository;

GlueFO 3 in the works

By irRegularBlog

I’ve started work on GlueFO 3, the third installment in my GlueFO series. I made the original GlueFO well over a year ago, and the followup GlueFO 2.0 over 6 months ago. The basis of the game is that you capture and fling tiny orbs in order to split bigger orbs. Splitting big orbs right down gives you more tiny orbs to collect and fire. Its Asteroids with a twist – you don’t have conventional ammo and instead use the tiny orbs that you split for this purpose.

Why two sequels?

Read the rest of this entry »

Mochi Media is Joining the Shanda Games Family!

By MochiLand

Dear Friends of Mochi,

Bob and I are thrilled to announce today that Mochi Media is joining the Shanda Games family. If you’re not familiar with Shanda Games, they are the leading online game developer, operator and publisher in the Chinese market. This partnership is a phenomenal step forward for us and I’m very excited to join forces with them as we continue building out Mochi products with additional resources and support from Shanda Games. In particular, there will be a tremendous opportunity and benefit from tapping into Shanda Games’ strength and expertise in monetizing China traffic as well as extending the reach of our platform and network to gamers all over the world. Our vision and product focus remains the same, and I’m pleased to say that the biggest change we’ll experience is the additional opportunities and resources now available to invest in our community of developers and publishers.

On behalf of the entire team here at Mochi Media, I want to extend a great big thank you to the Mochi community. We couldn’t have accomplished this milestone without you!

For more information on the merger please refer to the official announcement in our press section. I’ve also put together a quick Q&A to address any additional concerns about what this means. Please let me know if you have any questions, and stay tuned for more exciting news in the future.

Sincerely,

Jameson Hsu
Chief Mochi

Questions & Answers

Who is Shanda Games?

Shanda Games is the leading online game company in China in terms of the size and diversity of their 30+ title gaming portfolio. The online games business includes developing, operating and licensing massively multi-player online role-playing games, or MMORPGs, and advanced casual games. Their game player base consists of nearly 10 million active paying accounts, which is monetized through item-based or time-based sales of digital goods.

Read the rest of this entry »

Cool Natio – Game Developer Interview

By Armor Games Blog

by Filip on January 11, 2010 09:53 PM

Coolio

Hi, Could you tell us a little bit about yourself and what you do?
My name is Danny Yaroslavski, ie Coolio Niato. I’m an undergrad Computer Science student living up in the cold reaches of Canada (*cough Toronto) and make online flash games, some of which include Lightbot, Streamline and RhythmWorld.

How did you come up with the name Coolio Niato?
Much like many other developers who start with a strange alias (see The-EXP or Jmtb02) it tends to stick after a few years and gets to the point that you can’t really change it anymore. As such, Coolio Niato came about when I was in elementary school, I had no e-mail address and my best friend had one called Coolio-Viato. Now being the unimaginative child I was, I changed one letter and kept using this name for animations/games I made. As to what Viato means, neither my friend nor I now have a clue to what it was.

How did you become interested in Flash gaming, and how did you begin developing games in Flash?
It started with enrolling in an animation class. There, maybe a few weeks in, the instructor showed us how to make buttons and use tellTarget for simple interactions. When I realized that I could make my own games, games of the likes of Thing Thing and Ultimate Flash Sonic, I was extremely excited. My first game, “Falling Objects 1” was horrible; it used keyPress and shoddy collision testing. My second, “Stench of Blood” was no better. But seeing the kinds of games on Armorgames (then called Games of Gondor) and Newgrounds; games including Marvin Spectrum and Short Circuit, it inspired me to work at coding more to finally complete my first big break, “Streamline”. Nowadays, ByteJacker and Tigsource are my greatest motivation.

Many of your games have themes relating to song or music. Is this something you have a background or interest in?
Read the rest of this entry »

On Art and Games as Art

By Intuition Games

Why We Create Art

Greg just wrote about Why do we do what we do? and eloquently summed up the hard-to-define reason for why we at Intuition create art:

These are all things that fester inside me and I desperately want to expel them.  Not that they’re demons of any shape, but it’s this compulsion to create that drives me.

I really like how he put this because it can be difficult to put into words.  He makes it look easy.  The only other thing I can compare this to is something from Judeo-Christian culture – the psalm.  This compulsion is why I created MEHC.  It’s not the kind of game I like to play, but I just needed to make it somehow.

Alec Holowka was kind enough to respond to Greg’s post and suggested we check out his recent post Why Art?.  I was inspired enough by both of them that my comment to both of their posts turned into this.  Check them out if you haven’t yet.

In Response To “Why Art?”

Read the rest of this entry »

Ski Runner 2

art-concept1 (2)

Ladies and gentlemen, Ski Runner 2 is being created in the lab. We’re starting 2010 with a bang!

-John Funtanilla

Dorito’s Casket!

By Armor Games Blog

My good friend Kevin Willson directed a video that was submitted to the ‘Doritos’ Crash the Super Bowl contest. The video is now one of the 6 Finalist. The name of his video is ‘Casket’ and its by FAR the best video in the contest. Click through to watch the video and vote for it. You can cast a vote everyday between now and Jan 31st.

Casket

I bought some Indie Games on XBOX Live (XNA Games)

By Iain Lobb Blog

I had some credits left over from buying Castle Crashers, so rather than wasting them on ports of 16bit arcade machines that aren’t half as good as you remember, I decided to show love to some indie developers. All the games I bought were 80 “points” which is about £0.70 so probably about 1 dollar or 1 Euro. The developer gets about 70%, the rest going to the borg. There are games on for more than that, but they really aren’t any better than the 80 point games, so what’s the point. I also downloaded a load of demos to try different games out. There’s no free on XBox live, so no “lite” versions like on iPhone. Just 4 minute demos, then you have to make your mind up and buy it, or not. All the games are made with XNA / C# which is all completely free, and very powerful for both 2D and 3D games, so well done Microsoft on that.

My overall impression was that the best games were really good, but there’s a very steep drop off down to bad games, so most games aren’t worth buying. Luckily there is a very good menu system for browsing by genre, top-rated, most-downloads, newest etc. Much better than iPhone appstore in this respect. Overall I would say the games are no more “professional” or polished from Flash games, and other than some 3D effects on effectively 2D game engines, there wasn’t much you couldn’t do in Flash. I’d say the quality on iPhone is probably higher, but this is due to big players like Sega and EA being involved – just wait ’til us Flashers get on the appstore and drag it’s good names through the mud ;)

Last year I started building a game for this platform, but that was abandoned when I left Bloc. I’d love to get one finished and distributed over Xbox Live – but there are things to weigh-up here. Objectively there’s not much to choose between the 2 platforms if you are making a game. On Flash you’ll get amazing reach and faster development (for 2D at least). On Xbox Indie you’ll get a better form factor (TV + sofa + 4 controllers + 4 buddies = lols) but a much smaller audience. Money wise Flash games sponsorships and ad-revenues aren’t great, but then you’re not going to sell that many Xbox games either, or iPhone games for that matter, so at the end of the day what you make is much more important than the platform you choose. With that in mind, here is my rundown of the games I bought, favourite first.
  1. Miner Dig Deep. Basic graphics, no enemies, you can’t die – doesn’t sound too exciting right? Well Miner Dig Deep is like crack-cocaine once you get into it. It’s a gentle 2D mining platformer where you dig deeper and deeper into the group collecting minerals and selling them to buy better equipment. I thought I would hate this game, but it’s probably my pick for Game of Year 2009. My grade: A+ or 5 /5.
  2. Gerbil Physics. A lovingly polished physics puzzle where you blast Gerbils around beautifully painted backgrounds using bombs. Just like you’re average Flash Box2D physics game, but with a bit more polish. It leaves you wanting more levels, but that’s just a mark of how much fun it is. My grade: A or 5/5
  3. Jonny Platform’s Biscuit Romp – An old-school puzzle-platformer, with a decidedly British flavour (e.g. you jump on bourbon biscuits) that reminded me of the UK’s Amiga/Atari ST indie scene. The puzzles and jumping action are just hard enough without going over. The graphics are generally pretty, apart from the main character, who looks (intentionally?) a bit rubbish. A- or (4/5)
  4. Ninja Bros. The slick and cool giant pixel art (think Canabalt etc) and a great premise, are slightly detracted by the fairly savage difficulty of this puzzle-platformer. You control 2, 3 or 4 ninjas simultaneously – the thumb-stick makes them all move at once, but each fire button makes a different one jump. They are each in a different room but levers in one room will open doors in another. It’s a headf*** and also requires some lightning reflexes, so not really a casual game in any sense. After many attempts I finally cleared the “easy” and “normal” levels, but “Hard” is so far too challenging, so I doubt I’ll ever unlock”nightmare”. So really I’m only ever going to see half the content. B+ or (4/5);
  5. Junkyard Battle. A very promising 3D physics stacker, that turns out to be buggy and frustrating. The presentation and premise are both good, but some weird behaviour from the physics engine spoiled it for me. A physics engine is like a wild horse that needs to be tamed, or it will kick you in the face, as happens here, where objects slide up hills and other strange behaviour. The difficulty also ramps up way too quickly. This team should stick at it though and do another game, because there’s potential here. C- or (2/5).
Sorry no time to add screenshots – just check the links out instead. Overall I’d say that if you have an Xbox and couple of bucks, check some of these out, or find you own gems on Xbox live. Or just play some free Flash games ;)

Donut Game is a Comin’

by Blog.Sokay.net

It’s not apparent from reading this blog, but we’re actively in production of this Donut Game that I first mentioned here over 2 years ago. But you know what they say, “Time flies when you’re having fun!

For a preview I’m just showing some line art from the game. Currently, this art is already painted and imported into the game. The background is my handywork and Ricky did the characters.

I began work on this about 6 months after doing LUV Tank. It was an idea Ricky had mentioned during the development of Thugjacker. My intention was to finish something small, we busted out LUV Tank in about a month and I wanted to get something else small out the door. We experiment with a different animation pipeline for every game and I wanted to define a more efficient system. When conceptualizing the game I got ahead of myself and ended up with an idea that was much more grand than I initially envisioned. I spent a lot of time debating whether I should extend the game, especially when I had ideas for other games that I felt more passionate about.

Since then we’ve jumpstarted a few ideas that haven’t come to light yet, and even released a new game — Sammy Samurai: Runner. My “meh” feelings about the gameplay of Sammy helped me to decide that the Donut game had to be more along the lines of the Epic Masterpiece that I envisioned. Competition is fierce and you’ve got to give it your all or get lost in the deluge of Flash games out there. The quality bar has definitely raised, and I’m glad it finally did.

I’ve finally started spending quality time with the game. I did a port to AS3 earlier this year and finished hooking the game into a framework to tie the games and screens together. So a lot of that boring stuff is done I’m gonna spend more time roughing out the game — creating artwork while prototyping the gameplay. I look forward to putting all the pieces together. David Rodriguez who did the game animation for LUV Tank is back and doing some animation for a fight sequence. Cryptic Circuity who did the music for Sammy is back with a soundtrack for this one.

Ok, time to get to work!

Epic Shadow Entertainment: United

Epic Shadow OfficeEpic Shadow Office

After over a year of working together, Andrew and myself are finally united. Andrew has just moved form Illinois to Vermont to officially get things going for Epic Shadow Entertainment. We’ve just finished setting up our first official office in the basement of my house, and will be moving up as we grow. We’ve been through a lot in the last year, had some ups and downs, even a false move at one point, but it’s finally here, and it’s awesome.

Read More

That’s the word on the street at least, which is pretty accurate seeing as Andrew is just a few feet from me right now. The move has definitely been a huge change in our lives, both in and out of our career related activities. Andrew has upgraded his living environment, I have a significantly better work area, we’ve both been setting goals for the near future that are sure to expand both of our lives in great ways, it’s been good. If you’d like to see some pictures and read a bit more about the move, check out the post over at Alt Tab, our development blog.

We’re not ignoring you December

By Gaming Your Way

The 13th already ? And not a single post.

Like everyone else in the world right now we’re just buried in work / seasonal joy.

As an ultra quick recap regards Ionic, I’m just finishing off the Juggernaut baddie right now. I think it’s the only one which wasn’t in the beta, so hopefully it’ll come as a surprise. It’s needing some special case code just for it, due to the sheer size of the sod. Also it’s got multiple weapons, like all good bosses should.

Hopefully he should be done in the next couple of hours, then it’s just tweaking and adding the remaining attack waves, dropping the final assets in from Lux ( Who has done such an excellent job, especially seeing how he came to the project so late and has had to cope with the programmers thing of “NO! It’s got to be that size for a reason“, which all artists hate ), the final credits at the end for when you complete the game, which are still in draft form as I keep remembering people I forgot, and we should be good to go.

We’re still looking to have it up on FGL by close of play tomorrow, and like every big project it’s hard to get your head around the fact that the finishing line is in sight at last. I’m sure it’ll be tweaked and prodded once it’s up there.

We are really looking forward to how it does once it’s up for bidding. It’s quite a risky experiment doing a AAA game like this, we’re really not sure if it will pay for itself, never mind fund the next game. We have a psychological figure in mind that we want it to hit, so long as we get that then everything else is gravy.
In saying that, even if it dies on it’s arse in terms of money, I couldn’t really care less ( Well, being able to pay the bills would be nice ) as it’s the best game I’ve ever done and I’ve been so lucky to have the support of so many friends during it’s development. Ah, that’s beautiful.

I really can’t wait until the blog post with the games official link. Hopefully we’ll be able to get it out before the end of the year.

Squize.

Soul Bubbles by Mekensleep for Nintendo DS

From Blog.Sokay.net

I read a comment on Gamasutra that mentioned the game Soul Bubbles by French developer Mekensleep and how its lack of definite genre and audience limited it to an order-only title exclusive at the Toys R Us stores. I did some Googling to find some interviews and interesting stuff.

I also found this great GameSetWatch interview where the creative director Oliver Lejade discusses how the game came to be. From starting off as a PC tech demo, to becoming an innovative title making extraordinary use of the DS’s capabilities. Here’s a quote on why they had a hard time selling the game to distributers.

You’re saying, “Oh, this is a game about little girls, pink ponies, and you know that little girls are going to buy this,” it’s X number of units are going to go, it’s an easy sell. But when you come in with an original game, that they don’t have any clear reference to the gameplay of something that has been done recently, that has no license, then it’s a very hard sell. And if you have only five minutes? I can’t explain Soul Bubbles in five minutes. It’s not doable — and I made the game.

You can read the interview here:

One of the things that he discussed is that many reviewers gave the game a low score in spite of how great the game was otherwise. They said it was too easy, as the game offers hint bubbles to help you out if you get stuck. The developers wanted casual gamers, which are the majority of DS audience, to be able to enjoy the game and make it to the end. So everyone could enjoy it. The point that the developer makes is that the clues are only user initiated, so if you don’t activate the help you don’t get any. Which allows the more hardcore gamers to figure it out themselves.

soul_bubbles

I found that developer video page on a GameFAQs.com forum post, where someone posted this in response…

“Thanks for posting that. I was curious about the game from an article in NP, but then they gave it a low review. I was not going to buy it until I came here and saw that video. I just picked it up from Toys R Us and brought it home. I’ll post more after I’ve played it.”

It definitely sold me on the game, I’ll have to hunt down a copy of it. The art looks fantastic and the effects looks great too. I’ll reserve my judgment till I play it, which may be a while as I work through a mountain of Xbox games, but it’s apparent that it’s well beyond the shovelware the DS is known for. I’m glad they took the risk and are able to continue making DS games.


Bookmark and Share

Browse All IronZilla Topics

Most Popular Posts